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Additional Third Variant Mech Discussion Thread


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#1 phalanx

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Posted 30 September 2014 - 06:42 AM

The purpose of this thread is to compile a list of mechs that need a third in order to be added to the game. The necessity of a third variant, for those who are unaware, is so that the variant may be mastered. A Mech that cannot be mastered would be at an IMMEDIATE disadvantage upon implementation.

In this thread, we will identity all Mech Chassis that do not have a third timeline-appropriate variant, why the Chassis should be included, and propose a third variant. Proposals can be your own design or come from other sources, but please provide a link and attribute credit appriopriately(example:"I got this varant from someone who posted on the Catalyst Forums here:linky").

Consider this thread a companion to Odanan's "Ultimate Mech Discussion Thread" here where you can go for all other Mech-related discussion.

Variant Construction Rules
1)Chassis must be available in 3050.

2) Variant must be constructed such that it complies with current MWO Rules(engine size limitations,available tech,ect.)

3) Variant must contain hardpoints that are different than its other canon variants.

Inner Sphere
Note:Crossed out indicates that the Mech is buildable using an existing Chassis. This definition does not just mean tonnage and loadout, but appearance.

Light
Valkyrie(30 Tons)

Panther(35 Tons)

Wolfhound(35 Tons)

Medium
Enforcer(50 Tons)

Dervish(55 Tons)


Heavy

Caesar(65 Tons)

Axman(65 Tons)

Flashman(74 Tons)

Hammerhands(75 Tons)


Assault

Pillager(100 Tons)


Clan

Light

Medium

Heavy

Assault
Supernova(90 Tons)


Note:This thread will be updated as new variants are submitted. Remember to include links to your sources, and to provide specs.

UPDATE 1:List updated.

Edited by phalanx, 30 September 2014 - 11:26 AM.


#2 Redshift2k5

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Posted 30 September 2014 - 07:03 AM

Flashman is the first that comes to mind.

#3 Mcgral18

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Posted 30 September 2014 - 07:11 AM

HammerHands, 75 tonner

#4 decman117

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Posted 30 September 2014 - 07:34 AM

View PostMcgral18, on 30 September 2014 - 07:11 AM, said:

HammerHands, 75 tonner

HMH-3D is doable, 4D replaces the SRM6 with a PPC, the third could be the Princes' champion version. Switches the AC/10s for LB10s, and no JJs. You could give it 2 ballistic hardpoints in the arms, like how the dragon's hardpoints work.

It would mean there'd need to be a free 'hero' variant, but there are plenty of made up hero variants in MWO, so they could come up with another one.

#5 MeiSooHaityu

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Posted 30 September 2014 - 07:41 AM

Axman FTW!

It has a 1N variant (not listed on Sarna, but mentioned) and a 2N variant (listed on Sarna). I am assuming the 1N is identical to the 2N except the 1N carries an A/C20 in place of the two LRM15 launchers.

Plus, I STILL want my Adam Steiner Hero mech :)


" AXM-2N The 2N variant of the Axman, introduced in the late 3040s, has been called a mistake by some and a stroke of genius by others. The 2N carries two LRM-15 launchers in place of the massive Autocannon/20 as the autocannon often jammed on early models. While this changes the 'Mech's role from a city fighter to a long-range bombardment 'Mech, it also allows the Axman to be a support 'Mech that can defend itself with its massive Hatchet at ranges where the LRMs are ineffective if an enemy closes. [5] BV (1.0) = 1,238[3], BV (2.0) = 1,458[6]" - Sarna

Edited by MeiSooHaityu, 30 September 2014 - 07:42 AM.


#6 CDLord HHGD

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Posted 30 September 2014 - 07:42 AM

Wolfhound!

#7 MeiSooHaityu

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Posted 30 September 2014 - 07:46 AM

View PostMeiSooHaityu, on 30 September 2014 - 07:41 AM, said:

Axman FTW!

It has a 1N variant (not listed on Sarna, but mentioned) and a 2N variant (listed on Sarna). I am assuming the 1N is identical to the 2N except the 1N carries an A/C20 in place of the two LRM15 launchers.

Plus, I STILL want my Adam Steiner Hero mech :)


" AXM-2N The 2N variant of the Axman, introduced in the late 3040s, has been called a mistake by some and a stroke of genius by others. The 2N carries two LRM-15 launchers in place of the massive Autocannon/20 as the autocannon often jammed on early models. While this changes the 'Mech's role from a city fighter to a long-range bombardment 'Mech, it also allows the Axman to be a support 'Mech that can defend itself with its massive Hatchet at ranges where the LRMs are ineffective if an enemy closes. [5] BV (1.0) = 1,238[3], BV (2.0) = 1,458[6]" - Sarna



FYI, I came to the conclusion about the 1N's exsistance becuase of the other Axman variant listing...

" AXM-3S The Furillo manufactured 3S introduced in 3057[7] removes the XL Engine of the 1N and 2N variants and replaces it with a Light Fusion Engine. This exclusively Lyran variant of the Axman is armed with a massive LB-X Autocannon/20, which allows it to fire either solid rounds or cluster rounds that act like a 'Mech sized shotgun. The 'Mech also carries three ER Medium Lasers for close combat and a Guardian ECM Suite, which defends against enemy electronic warfare equipment. [5] BV (1.0) = 1,499[3] (1,403)[8], BV (2.0) = 1,649[6]
" - Sarna

I'm just making an assumption the 1N had the A/C20 that the 2N spec listing was talking about.

#8 decman117

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Posted 30 September 2014 - 07:50 AM

View PostMeiSooHaityu, on 30 September 2014 - 07:46 AM, said:



FYI, I came to the conclusion about the 1N's exsistance becuase of the other Axman variant listing...
...

I'm just making an assumption the 1N had the A/C20 that the 2N spec listing was talking about.


1N is the one described under "weapons and equipment" on sarna- so yeah, AC/20 instead of lurms.

The other problem with the Axman- the axe. No melee currently, unless mech boxing gets added, it's a fatter, slower hunchie.

Though it would be cool to have.

#9 phalanx

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Posted 30 September 2014 - 07:52 AM

Remember to include links to Sarna and other sources, so we can get full specs.

#10 decman117

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Posted 30 September 2014 - 07:59 AM

View Postphalanx, on 30 September 2014 - 07:52 AM, said:

Remember to include links to Sarna and other sources, so we can get full specs.



HMH: http://www.sarna.net/wiki/Hammerhands
3D: 2 AC/10, 2ML, SRM6, JJs
4D: 2 AC/10, 2ML, PPC
PC: 2 LB-10-X ACs, 2ML, SRM6

AXM:http://www.sarna.net/wiki/Axman
1N: AC/20, 3ML, 1LPL, silly huge axe
2N: 2 LRM15, 3ML, LPL, silly huge axe

#11 CDLord HHGD

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Posted 30 September 2014 - 08:02 AM

View Postphalanx, on 30 September 2014 - 07:52 AM, said:

Remember to include links to Sarna and other sources, so we can get full specs.


Wolfhound!

#12 Belorion

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Posted 30 September 2014 - 08:06 AM

View Postcdlord, on 30 September 2014 - 07:42 AM, said:

Wolfhound!


Wolfhound has three variants so its gtg... WLF-1, WLF-1A, and WLF-1B

The Panther however doesn't pick up another variant till 3051 In the spirit of the thread, instead the Tanaka could be considered a Chassis.


I think the Caesar can simply be introduced as a variant of the Cataphract.

Edited by Belorion, 30 September 2014 - 08:11 AM.


#13 MeiSooHaityu

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Posted 30 September 2014 - 08:11 AM

View Postdecman117, on 30 September 2014 - 07:50 AM, said:


1N is the one described under "weapons and equipment" on sarna- so yeah, AC/20 instead of lurms.

The other problem with the Axman- the axe. No melee currently, unless mech boxing gets added, it's a fatter, slower hunchie.

Though it would be cool to have.


Yea I know...no melee :(.

Still, if the axe could be resigned into more of a "shield-like" shape, it could be useful at least.

Question is, how would you design an axe to perform like s shield, but still look like an axe...hmmm.

#14 Zyllos

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Posted 30 September 2014 - 08:13 AM

By some here: http://www.sarna.net/wiki/Mauler

MAL-1R said:

The Mauler is armed with four Imperator Smoothie-2 Autocannon/2s as its longest ranged primary weapons. Individually, the damage the AC/2s deal is insignificant, but together they can steadily whittle away armor at extreme range. The 'Mech also carries two Shigunga LRM-15 launchers, adding much needed punch to the extreme reach of its four autocannons. The 'Mech also carries two Victory Nickel Alloy ER Large Lasers for added long range punch.
While the Mauler is outfitted with CASE to protect its vulnerable ammunition bays, its heavily ballistic and missile based weapons complement forces reliance on secure supply lines to properly satiate its weaponry's voracious appetite for ammunition.



MAL-1PT5 said:

A low-tech version of the Mauler for the arenas of the Solaris Games that is built completely from stock Succession Wars era technology. It mounts only standard heat sinks instead of double heat sinks, standard armor instead of ferro-fibrous armor, and no CASE. Most importantly, it has a standard engine instead of an XL engine. The increased mass of the engine neccessitates the downgrading of the lasers to Medium Lasers on both arms. To make good for the downgraded technology level, a twelfth standard heat sink was added as well as an additional ton of armor. The armor was also rearranged to provide even better protection to the front torso sections, at the cost of armor to the rear torso sections and arms. (The canonicity of this design is questionable, as it was only published in the German edition of the Solaris VII Boxed Set. It is identical to the Linesman in all but name. BV (1.0) = ??, BV (2.0) = ??


Now, there is an experimental version of the mech, called "Daboku": http://www.sarna.net/wiki/Daboku

DCMS-MX90-D said:

The Daboku is armed with two Tronel VI-X Large Lasers, two Holly LRM-10s, and four Imperator Smoothie-2 Autocannon/2s, a layout that was intended to allow the pilot to snipe at enemies from well beyond conventional ranges. Unfortunately, the housing for the Large Lasers prevents proper cooling and as a result they often overheat and short circuit the Daboku's targeting circuits. The ammunition feed for the Imperator autocannons also tends to jam, depriving the 'Mech of it's longest range weaponry. Only the Holly LRMs seem to work properly but are only equipped with a ton of ammunition each, limiting their usefeulness in a drawn out fight.


While it is a different mech, it's the exact copy of the Mauler. So take it how you will.

Edited by Zyllos, 30 September 2014 - 08:15 AM.


#15 decman117

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Posted 30 September 2014 - 08:13 AM

View PostMeiSooHaityu, on 30 September 2014 - 08:11 AM, said:

Yea I know...no melee :(.

Still, if the axe could be resigned into more of a "shield-like" shape, it could be useful at least.

Question is, how would you design an axe to perform like s shield, but still look like an axe...hmmm.


You could leave it as is, but give the axe itself a load of HP. that way you could swing the arms about and either do tiny bits of damage to mechs or slap missiles out of the air :P

#16 CDLord HHGD

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Posted 30 September 2014 - 08:19 AM

View PostBelorion, on 30 September 2014 - 08:06 AM, said:


Wolfhound has three variants so its gtg... WLF-1, WLF-1A, and WLF-1B

The Panther however doesn't pick up another variant till 3051 In the spirit of the thread, instead the Tanaka could be considered a Chassis.


I think the Caesar can simply be introduced as a variant of the Cataphract.


They are all pretty much the same though.... All energy heavy. Would take creative license to make varied loadouts.

#17 MeiSooHaityu

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Posted 30 September 2014 - 08:21 AM

View Postdecman117, on 30 September 2014 - 08:13 AM, said:


You could leave it as is, but give the axe itself a load of HP. that way you could swing the arms about and either do tiny bits of damage to mechs or slap missiles out of the air :P


Well I was thinking that the handle of the axe could be bolted to the forearm and the blades would act as a shield positioned approx where the wrist is.

HOWEVER, I like your idea :D

#18 decman117

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Posted 30 September 2014 - 08:25 AM

View PostMeiSooHaityu, on 30 September 2014 - 08:21 AM, said:

Well I was thinking that the handle of the axe could be bolted to the forearm and the blades would act as a shield positioned approx where the wrist is.

HOWEVER, I like your idea :D


If a wacky axe was out of the question, it could be on the arm, or even in a holder on the back, give it an extra wedge of rear torso armor.

But a silly huge axe sounds more fun.

#19 Asyres

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Posted 30 September 2014 - 08:33 AM

On the Clan side:

Dragonfly/Viper (Medium): Prime, A, B, C, D.
Kingfisher (Assault): Prime, A, B, C, D.

This excludes mechs that need MASC (Firemoth/Dasher, Gladiator/Executioner), as well as the large number of new mechs introduced either at the battle of Luthien or otherwise added in 3052-53.


Disregard. I didn't read the OP closely enough.

Edited by Asyres, 30 September 2014 - 06:35 PM.


#20 Belorion

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Posted 30 September 2014 - 08:44 AM

As an alternate way to do this, PGI could implement a sliding scale where the higher levels could be unlocked if the same variant is used to a level well and above the normal usage on a sliding scale.

Lets say you have two mechs basic'ed. You could unlock the elite tier by spending 15000 point, or by spending 32500 points if you have only one chassis.





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